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General Tabletop Discussion
*Pathfinder & Starfinder
PRPG Advanced Player's Guide Playtest: Alchemist, Inquisitor, and Tactical Feats
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<blockquote data-quote="fuindordm" data-source="post: 5028672" data-attributes="member: 5435"><p>The alchemist looks like tons of fun. Only one thing is missing--the Brew Potion feat. I guess it's a conscious design decision not to add it automatically to the class, since they definitely have an egocentric feel. </p><p></p><p>The inquisitor... I'm not quite sure what to make of it. The judgments are an interesting (I do like the fact that they take three rounds to reach their full effect), but the benefits are really generic. The class is built around a super-versatile self-buffing power, not unlike the barbarian's rage. </p><p></p><p>I think what's bugging me about this class is that its abilities don't support the theme. They add up to a PC whose function is to kick ass--anyone's ass--and take names, not search out specific enemies and punish them. </p><p></p><p>If these people are divinely empowered to protect the church by any means necessary, even if they have to bend or break the god's rules, then they could use class abilities related to seeing through disguises, lie detection, forcing captives to speak the truth, and so on. </p><p></p><p>In other worlds, an Inquisitor sounds like it should be the ideal class to drive the plot, dragging the party down the right path through a labyrinth of intrigue and at the end saying "<em>These </em>are the guys behind Father Abercromby's murder!" Then the rest of party will fight as usual, but the inquisitor will become a champion.</p><p></p><p>But as always, good and interesting ideas. I'm really excited about the quality of these previews, and the effort you people are putting into making each new class an interesting and unique play experience. I'll definitely be buying the advanced player's guide when it comes out!</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5028672, member: 5435"] The alchemist looks like tons of fun. Only one thing is missing--the Brew Potion feat. I guess it's a conscious design decision not to add it automatically to the class, since they definitely have an egocentric feel. The inquisitor... I'm not quite sure what to make of it. The judgments are an interesting (I do like the fact that they take three rounds to reach their full effect), but the benefits are really generic. The class is built around a super-versatile self-buffing power, not unlike the barbarian's rage. I think what's bugging me about this class is that its abilities don't support the theme. They add up to a PC whose function is to kick ass--anyone's ass--and take names, not search out specific enemies and punish them. If these people are divinely empowered to protect the church by any means necessary, even if they have to bend or break the god's rules, then they could use class abilities related to seeing through disguises, lie detection, forcing captives to speak the truth, and so on. In other worlds, an Inquisitor sounds like it should be the ideal class to drive the plot, dragging the party down the right path through a labyrinth of intrigue and at the end saying "[I]These [/I]are the guys behind Father Abercromby's murder!" Then the rest of party will fight as usual, but the inquisitor will become a champion. But as always, good and interesting ideas. I'm really excited about the quality of these previews, and the effort you people are putting into making each new class an interesting and unique play experience. I'll definitely be buying the advanced player's guide when it comes out! Ben [/QUOTE]
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PRPG Advanced Player's Guide Playtest: Alchemist, Inquisitor, and Tactical Feats
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